mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
184 lines
6.3 KiB
C++
184 lines
6.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TSSHAPE_LOADER_H_
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#define _TSSHAPE_LOADER_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _APPNODE_H_
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#include "ts/loader/appNode.h"
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#endif
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#ifndef _APPMESH_H_
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#include "ts/loader/appMesh.h"
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#endif
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#ifndef _APPSEQUENCE_H_
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#include "ts/loader/appSequence.h"
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#endif
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class TSShapeLoader
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{
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public:
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enum eLoadPhases
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{
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Load_ReadFile = 0,
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Load_ParseFile,
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Load_ExternalRefs,
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Load_EnumerateScene,
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Load_GenerateSubshapes,
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Load_GenerateObjects,
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Load_GenerateDefaultStates,
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Load_GenerateSkins,
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Load_GenerateMaterials,
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Load_GenerateSequences,
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Load_InitShape,
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NumLoadPhases,
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Load_Complete = NumLoadPhases
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};
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static void updateProgress(int major, const char* msg, int numMinor=0, int minor=0);
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protected:
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struct Subshape
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{
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Vector<AppNode*> branches; ///< Shape branches
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Vector<AppMesh*> objMeshes; ///< Object meshes for this subshape
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Vector<S32> objNodes; ///< AppNode indices with objects attached
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~Subshape()
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{
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// Delete children
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for (S32 i = 0; i < branches.size(); i++)
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delete branches[i];
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}
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};
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public:
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static const F32 DefaultTime;
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static const double MinFrameRate;
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static const double MaxFrameRate;
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static const double AppGroundFrameRate;
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protected:
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// Variables used during loading that must be held until the shape is deleted
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TSShape* shape;
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Vector<AppMesh*> appMeshes;
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// Variables used during loading, but that can be discarded afterwards
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static Torque::Path shapePath;
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AppNode* boundsNode;
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Vector<AppNode*> appNodes; ///< Nodes in the loaded shape
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Vector<AppSequence*> appSequences;
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Vector<Subshape*> subshapes;
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Vector<QuatF*> nodeRotCache;
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Vector<Point3F*> nodeTransCache;
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Vector<QuatF*> nodeScaleRotCache;
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Vector<Point3F*> nodeScaleCache;
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Point3F shapeOffset; ///< Offset used to translate the shape origin
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//--------------------------------------------------------------------------
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// Collect the nodes, objects and sequences for the scene
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virtual void enumerateScene() = 0;
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bool processNode(AppNode* node);
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virtual bool ignoreNode(const String& name) { return false; }
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virtual bool ignoreMesh(const String& name) { return false; }
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void addSkin(AppMesh* mesh);
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void addDetailMesh(AppMesh* mesh);
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void addSubshape(AppNode* node);
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void addObject(AppMesh* mesh, S32 nodeIndex, S32 subShapeNum);
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// Node transform methods
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MatrixF getLocalNodeMatrix(AppNode* node, F32 t);
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void generateNodeTransform(AppNode* node, F32 t, bool blend, F32 referenceTime,
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QuatF& rot, Point3F& trans, QuatF& srot, Point3F& scale);
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virtual void computeBounds(Box3F& bounds);
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// Create objects, materials and sequences
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void recurseSubshape(AppNode* appNode, S32 parentIndex, bool recurseChildren);
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void generateSubshapes();
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void generateObjects();
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void generateSkins();
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void generateDefaultStates();
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void generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame);
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void generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame);
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void generateMaterialList();
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void generateSequences();
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// Determine what is actually animated in the sequence
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void setNodeMembership(TSShape::Sequence& seq, const AppSequence* appSeq);
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void setRotationMembership(TSShape::Sequence& seq);
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void setTranslationMembership(TSShape::Sequence& seq);
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void setScaleMembership(TSShape::Sequence& seq);
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void setObjectMembership(TSShape::Sequence& seq, const AppSequence* appSeq);
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// Manage a cache of all node transform elements for the sequence
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void clearNodeTransformCache();
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void fillNodeTransformCache(TSShape::Sequence& seq, const AppSequence* appSeq);
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// Add node transform elements
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void addNodeRotation(QuatF& rot, bool defaultVal);
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void addNodeTranslation(Point3F& trans, bool defaultVal);
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void addNodeUniformScale(F32 scale);
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void addNodeAlignedScale(Point3F& scale);
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void addNodeArbitraryScale(QuatF& qrot, Point3F& scale);
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// Generate animation data
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void generateNodeAnimation(TSShape::Sequence& seq);
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void generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq);
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void generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq);
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void generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq);
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// Shape construction
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void sortDetails();
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void install();
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public:
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TSShapeLoader() : boundsNode(0) { }
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virtual ~TSShapeLoader();
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static const Torque::Path& getShapePath() { return shapePath; }
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static void zapScale(MatrixF& mat);
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TSShape* generateShape(const Torque::Path& path);
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};
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#endif // _TSSHAPE_LOADER_H_
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